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Added database support for achievement progress
Implemented ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ARCHIEVEMENT
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6 changed files with 134 additions and 26 deletions
14
sql/wotlk_updates/6_character_achievement.sql
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14
sql/wotlk_updates/6_character_achievement.sql
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@ -0,0 +1,14 @@
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CREATE TABLE IF NOT EXISTS `character_achievement` (
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`guid` int(11) NOT NULL,
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`achievement` int(11) NOT NULL,
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`date` int(11) NOT NULL,
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PRIMARY KEY (`guid`,`achievement`)
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) ENGINE=MyISAM DEFAULT CHARSET=latin1;
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CREATE TABLE IF NOT EXISTS `character_achievement_progress` (
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`guid` int(11) NOT NULL,
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`criteria` int(11) NOT NULL,
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`counter` int(11) NOT NULL,
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`date` int(11) NOT NULL,
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PRIMARY KEY (`guid`,`criteria`)
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) ENGINE=MyISAM DEFAULT CHARSET=latin1;
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@ -23,20 +23,76 @@
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#include "Database/DBCEnums.h"
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#include "ObjectMgr.h"
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#include "Guild.h"
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#include "Database/DatabaseEnv.h"
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AchievementMgr::AchievementMgr(Player *player)
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{
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m_player = player;
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}
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void AchievementMgr::SaveToDB()
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AchievementMgr::~AchievementMgr()
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{
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// TODO store achievements
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for(CriteriaProgressMap::iterator iter = m_criteriaProgress.begin(); iter!=m_criteriaProgress.end(); ++iter)
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delete iter->second;
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m_criteriaProgress.clear();
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}
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void AchievementMgr::LoadFromDB()
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void AchievementMgr::SaveToDB()
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{
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// TODO load achievements
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if(!m_completedAchievements.empty())
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{
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CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = %u", GetPlayer()->GetGUIDLow());
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std::ostringstream ss;
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ss << "INSERT INTO character_achievement (guid, achievement, date) VALUES ";
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for(CompletedAchievementMap::iterator iter = m_completedAchievements.begin(); iter!=m_completedAchievements.end(); iter++)
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{
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if(iter != m_completedAchievements.begin())
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ss << ", ";
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ss << "("<<GetPlayer()->GetGUIDLow() << ", " << iter->first << ", " << iter->second << ")";
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}
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CharacterDatabase.Execute( ss.str().c_str() );
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}
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if(!m_criteriaProgress.empty())
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{
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CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = %u", GetPlayer()->GetGUIDLow());
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std::ostringstream ss;
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ss << "INSERT INTO character_achievement_progress (guid, criteria, counter, date) VALUES ";
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for(CriteriaProgressMap::iterator iter = m_criteriaProgress.begin(); iter!=m_criteriaProgress.end(); ++iter)
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{
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if(iter != m_criteriaProgress.begin())
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ss << ", ";
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ss << "(" << GetPlayer()->GetGUIDLow() << ", " << iter->first << ", " << iter->second->counter << ", " << iter->second->date << ")";
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}
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CharacterDatabase.Execute( ss.str().c_str() );
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}
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}
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void AchievementMgr::LoadFromDB(QueryResult *achievementResult, QueryResult *criteriaResult)
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{
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if(achievementResult)
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{
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do
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{
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Field *fields = achievementResult->Fetch();
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m_completedAchievements[fields[0].GetUInt32()] = fields[1].GetUInt32();
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} while(achievementResult->NextRow());
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delete achievementResult;
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}
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if(criteriaResult)
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{
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do
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{
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Field *fields = criteriaResult->Fetch();
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CriteriaProgress *progress = new CriteriaProgress(fields[0].GetUInt32(), fields[1].GetUInt32(), fields[2].GetUInt64());
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m_criteriaProgress[progress->id] = progress;
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} while(criteriaResult->NextRow());
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delete criteriaResult;
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}
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}
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void AchievementMgr::SendAchievementEarned(uint32 achievementId)
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@ -79,18 +135,17 @@ void AchievementMgr::SendAchievementEarned(uint32 achievementId)
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GetPlayer()->SendMessageToSet(&data, true);
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}
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void AchievementMgr::SendCriteriaUpdate(uint32 criteriaId, uint32 counter)
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void AchievementMgr::SendCriteriaUpdate(CriteriaProgress *progress)
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{
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sLog.outString("AchievementMgr::SendCriteriaUpdate(%u, %u)", criteriaId, counter);
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WorldPacket data(SMSG_CRITERIA_UPDATE, 8+4+8);
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data << uint32(criteriaId);
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data << uint32(progress->id);
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// the counter is packed like a packed Guid
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data.appendPackGUID(counter);
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data.appendPackGUID(progress->counter);
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data.append(GetPlayer()->GetPackGUID());
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data << uint32(0);
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data << uint32(secsToTimeBitFields(time(NULL)));
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data << uint32(secsToTimeBitFields(progress->date));
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data << uint32(0); // timer 1
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data << uint32(0); // timer 2
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GetPlayer()->SendMessageToSet(&data, true);
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@ -121,6 +176,9 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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if(IsCompletedCriteria(achievementCriteria))
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continue;
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if(achievementCriteria->groupFlag & ACHIEVEMENT_CRITERIA_GROUP_NOT_IN_GROUP && GetPlayer()->GetGroup())
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continue;
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switch (type)
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{
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case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
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@ -129,8 +187,6 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
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case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
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SetCriteriaProgress(achievementCriteria, GetPlayer()->GetByteValue(PLAYER_BYTES_2, 2)+1);
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break;
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default:
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return;
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}
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if(IsCompletedCriteria(achievementCriteria))
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CompletedCriteria(achievementCriteria);
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@ -146,15 +202,20 @@ bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achieve
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if(achievement->flags & ACHIEVEMENT_FLAG_COUNTER)
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return false;
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if(m_criteriaProgress.find(achievementCriteria->ID) == m_criteriaProgress.end())
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CriteriaProgressMap::iterator itr = m_criteriaProgress.find(achievementCriteria->ID);
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if(itr == m_criteriaProgress.end())
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return false;
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CriteriaProgress *progress = itr->second;
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switch(achievementCriteria->requiredType)
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{
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case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL:
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return m_criteriaProgress[achievementCriteria->ID] >= achievementCriteria->reach_level.level;
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return progress->counter >= achievementCriteria->reach_level.level;
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case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT:
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return m_criteriaProgress[achievementCriteria->ID] >= achievementCriteria->buy_bank_slot.numberOfSlots;
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return progress->counter >= achievementCriteria->buy_bank_slot.numberOfSlots;
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case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ARCHIEVEMENT:
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return m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) != m_completedAchievements.end();
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}
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return false;
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}
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@ -189,7 +250,7 @@ AchievementCompletionState AchievementMgr::GetAchievementCompletionState(Achieve
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if(IsCompletedCriteria(criteria) && criteria->completionFlag & ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL)
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return ACHIEVEMENT_COMPLETED_COMPLETED_NOT_STORED;
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// found an umcompleted criteria, but DONT return false - there might be a completed criteria with ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL
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// found an umcompleted criteria, but DONT return false yet - there might be a completed criteria with ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL
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if(!IsCompletedCriteria(criteria))
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foundOutstanding = true;
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}
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@ -202,8 +263,21 @@ AchievementCompletionState AchievementMgr::GetAchievementCompletionState(Achieve
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void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 newValue)
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{
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sLog.outString("AchievementMgr::SetCriteriaProgress(%u, %u)", entry->ID, newValue);
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m_criteriaProgress[entry->ID] = newValue;
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SendCriteriaUpdate(entry->ID, newValue);
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CriteriaProgress *progress = NULL;
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if(m_criteriaProgress.find(entry->ID) == m_criteriaProgress.end())
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{
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progress = new CriteriaProgress(entry->ID, newValue);
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m_criteriaProgress[entry->ID]=progress;
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}
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else
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{
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progress = m_criteriaProgress[entry->ID];
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if(progress->counter == newValue)
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return;
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progress->counter = newValue;
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}
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SendCriteriaUpdate(progress);
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}
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void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement)
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@ -214,6 +288,8 @@ void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement)
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SendAchievementEarned(achievement->ID);
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m_completedAchievements[achievement->ID] = time(NULL);
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UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ARCHIEVEMENT);
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// TODO: reward titles and items
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}
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@ -248,16 +324,15 @@ void AchievementMgr::BuildAllDataPacket(WorldPacket *data)
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for(CriteriaProgressMap::iterator iter = m_criteriaProgress.begin(); iter!=m_criteriaProgress.end(); ++iter)
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{
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*data << uint32(iter->first);
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data->appendPackGUID(iter->second);
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*data << uint32(iter->second->id);
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data->appendPackGUID(iter->second->counter);
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data->append(GetPlayer()->GetPackGUID());
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*data << uint32(0);
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*data << uint32(secsToTimeBitFields(time(NULL)));
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*data << uint32(secsToTimeBitFields(iter->second->date));
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*data << uint32(0);
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*data << uint32(0);
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}
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*data << int32(-1);
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}
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@ -21,8 +21,22 @@
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#include "Common.h"
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#include "Database/DBCEnums.h"
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#include "Database/DBCStores.h"
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#include "Database/DatabaseEnv.h"
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typedef HM_NAMESPACE::hash_map<uint32, uint32> CriteriaProgressMap;
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struct CriteriaProgress
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{
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CriteriaProgress(uint32 id, uint32 counter, time_t date = time(NULL))
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{
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this->id = id;
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this->counter = counter;
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this->date = date;
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}
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uint32 id;
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uint32 counter;
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time_t date;
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};
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typedef HM_NAMESPACE::hash_map<uint32, CriteriaProgress*> CriteriaProgressMap;
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typedef HM_NAMESPACE::hash_map<uint32, time_t> CompletedAchievementMap;
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class Player;
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@ -39,8 +53,9 @@ class AchievementMgr
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{
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public:
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AchievementMgr(Player* pl);
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~AchievementMgr();
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void LoadFromDB();
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void LoadFromDB(QueryResult *achievementResult, QueryResult *criteriaResult);
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void SaveToDB();
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void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, uint32 time=0);
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void CheckAllAchievementCriteria();
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@ -51,7 +66,7 @@ class AchievementMgr
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private:
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void SendAchievementEarned(uint32 achievementId);
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void SendCriteriaUpdate(uint32 criteriaId, uint32 counter);
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void SendCriteriaUpdate(CriteriaProgress *progress);
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void SetCriteriaProgress(AchievementCriteriaEntry const* entry, uint32 newValue);
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void CompletedCriteria(AchievementCriteriaEntry const* entry);
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void CompletedAchievement(AchievementEntry const* entry);
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@ -79,6 +79,8 @@ bool LoginQueryHolder::Initialize()
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res &= SetPQuery(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES, "SELECT genitive, dative, accusative, instrumental, prepositional FROM character_declinedname WHERE guid = '%u'",GUID_LOPART(m_guid));
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// in other case still be dummy query
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res &= SetPQuery(PLAYER_LOGIN_QUERY_LOADGUILD, "SELECT guildid,rank FROM guild_member WHERE guid = '%u'", GUID_LOPART(m_guid));
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res &= SetPQuery(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS, "SELECT achievement, date FROM character_achievement WHERE guid = '%u'", GUID_LOPART(m_guid));
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res &= SetPQuery(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS,"SELECT criteria, counter, date FROM character_achievement_progress WHERE guid = '%u'", GUID_LOPART(m_guid));
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return res;
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}
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@ -14088,7 +14088,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
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_LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
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m_achievementMgr.LoadFromDB();
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m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
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m_achievementMgr.CheckAllAchievementCriteria();
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return true;
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}
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@ -836,9 +836,11 @@ enum PlayerLoginQueryIndex
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PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS = 15,
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PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES = 16,
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PLAYER_LOGIN_QUERY_LOADGUILD = 17,
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PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS = 18,
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PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS = 19,
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MAX_PLAYER_LOGIN_QUERY = 20
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};
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#define MAX_PLAYER_LOGIN_QUERY 18
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// Player summoning auto-decline time (in secs)
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#define MAX_PLAYER_SUMMON_DELAY (2*MINUTE)
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